* Begin GameInteractor
* Basic skeleton of PoC
* WIP
* First 2 CC effects transitioned to GameInteractor
* Prepare GameInteractor classes for CrowdControl
* More effects & replace chaosEffects with GameInteractor
* CC connection fixes & all CC effects (enemy spawns still borked)
* First couple of build error fixes
* Fix build
* Proper enemy spawning
* Clean up old CC code
* Extract link size/invisibility into GameInteractor
* Small fix/cleanup
* Suggestions for PR
* Address PR comment
* Addressed more comments & small adjustments
* Fix crash when spawning enemies
* Remove Remove()
* Move checks into Apply() and move CC and some console commands to it
* Use inheritance to abstract check on application
* Rename prefix Actions with RawAction
* Make Remove return a Result
* Fix issue with compilation
* debugconsole -> GameInteractionEffects progress
* Add State in GI
* Unify some Effects
* Port more debug console items
* Remove state modifyiers from raw actions
* Port over last raw action / state in console
* Adjust some types
* Consolidate link size modifier effect
* Adjust more types
* Define category strings in CC
* Clean up remaining non defined strings
* Fix bug in timed effects
* Rename old pack
* CC fixes
* Translate GI enum function
* Console cleanup/fixes/consistency
Co-authored-by: David Chavez <david@dcvz.io>
* Finish translations for Map Select
* First Pass
* TWEAK: Add back Japanese as default to conserve vanilla
* TWEAK: replace some array with structs + some translations
* TWEAK: loading messages [TODO: proper translations]
* TWEAK: forgot to push z64.h for loading messages + translated scene type
* TWEAK: spacing
* TWEAK: comment
* TWEAK: Small german OPT position
* TWEAK: german typo
* TWEAK: translation to cutsceneLabels
* TWEAK: Nabooru's name + Lairs
* TWEAK: Updated Cvar to new way to call them
* ADD: German
* Debug localization
* TWEAK: Age
They are noted as a flag thingy and not a literal age
* Tweak: Frogot the Great Fairy
* TWEAK: adressed comment
Co-authored-by: Amaro Martínez <xoas@airmail.cc>
* Added too much
* Added 3d settings and brought over to soh
* fixed conditionals for replacing LA hint
* whoops
* Finshed making settings consistent; minor text edit
* fix leftovers from adding warp hints
* more fixes from merge
* fix skull hint messages
* Added fire temple goron junk hints; menu stuff
* Address feedback
* Added optional scrub text
* whoops
* Add hint cvars to clear preset func
* whoops again
* whoops the third
* ADD: French Pass
* FIXED: Dampe + Skull Reward
* TWEAK: German skulltula hint
* TWEAK: French oopsie
* Address feedback
* whoops
* remove "staticness" from altar/ganon text funcs
* ADD: German
* actually add warp song hints to things;
always generate ganon hint and let OTRGlobals handle showing it
* Fix CVar Getters
* whoops
* for real this time
* Actually implemented scrub text in 3d rando
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* add lake hylia water control system
* fix actor spawn params
* remove non-working switch details
* adjust french translation
* fix object spawn
* use flag funcs
* use renamed eventchk flag for raise lh water
* Allows OTRExporter to parse pairs of .seq and .meta files
* Gets added sequences available to SfxEditor and playing in game.
* Some cleanup of the names appearing in the SfxEditor.
* Moves sequence swap lower in the audio command stack.
* Increases temp cache memory available on title/file-select screen.
Certain sequences wouldn't play on the file select and title screen
because they were too large to be cached.
* Introduces workaround for 255 sequence limit.
* Bug fixes and cleanup.
* Fixes bug where fanfares would sometimes disable the sequence player.
* Fixes bug causing certain areas to discard caches when loading enemy music.
* Fixes potential config-related crash by replacing invalid characters.
* Allows custom bgm to play in all BGM categories.
* Properly randomizes the custom tracks.
* Moves custom sequences to a patch OTR.
* If custom music was not loaded, fall back to default values.
* Prevents OOB crash on Synthwave array and adds octave drop feature.
Added octave drop to experimental features, which drops the octave of
a note that is too high for the audio engine to actually play. Without
this, some custom sequences have notes which cap at a specific value
and sound terrible. At least with this they will still harmonize with
the other notes. Experimental tab added to the SfxEditor to house
the checkbox for the octave drop feature.
* Adds more pool memory for a few tracks that couldn't fit.
* Some cleanup on the generated music archive process.
* Fixes missed memory boost from earlier.
* Adds ability to remove enemy proximity music.
* Applies correct cache policy to fanfares to prevent unloading sequences.
* Removes case-sensitiveness of the sequence type.
* Fixes not reverting to sequence after miniboss.
* Fixes transition to/from miniboss (again) and ocarina bug.
To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one.
* Finally properly fixes transitions between sequences
For miniboss fights and SfxEditor previews.
* Removes unneeded boolean expression.
* Adds randomize button to individual SFX Editor entries.
* Fixes lost woods music overwriting goron city music.
* Plays swapped Hyrule Field music when transitioning to daytime.
* Fixes swapping Gerudo Valley music when transitioning from daytime.
* Updates custom sequence OTRPath to match SequenceOTRizer.
* Reverts changes to OTRExporter in favor of external tool
* Fixes formatting issues.
* Attempts to fix formatting issue in git diff.
* Should actually fix formatting issues.
* Should fix mac/linux exclusive build error.
* Fixes segfault on macos.
* sort custom seqs
* Fixes audioseq crash when under 255 seqs
* Removes magic numbers.
* Removes commented out code.
* fixes formatting in SfxEditor.h
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Cleans up the one hardcoded QueueSeqCmd call.
* Fixes unneeded erroneous memory boost applied earlier.
* Applies additional formatting/cleanliness suggestions from review
* Fixes small logic bug
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* initial pass for entrance tracker
* add search meta tags to entrance tracker data; clear entrance tracker on title screen
* rename to use playstate/play
* fix lus imports
* move discovered entrance info to SohStats struct
* Add scene info and highlighting to entrance tracker
* hide undiscovered text when searching
* add comments for entrance tracker
* fix merge conflict error
* account for zora river -> hyrule field water entrance in tracker
* fix assignement error
* remove unneeded defaults from debug file init
* adjust entrance tracker settings and add more search tags
* convert magic numbers to defines; add more comments to entrance tracker; clarify variable names
* add reverse index to entrance tracker data to compare with instead of using strings
* rename variables
* First round of upstream updates and commenting patternss
* Renames from z64player
* Renames from z64save
* Undo changes to legacy save struct
* Add missing reference from entrance rando
* Fixes from stat tracker
* More tweaks
* First test of gathering some gameplay stats
* timer changes and other stuff
* Move code to new files + rename
* Name change - gamePlayStats
* Finish rename, remove n64ddFlag checks
* Improve item get times
* Better time tracking, more stats,
* Put button under Enhancements
* Fix merge conflict
* Add pauseCount, fix bug with rando items
* Adjust inits/declarations
* step counter
* Name change: "itemGetTime" to "timestamp"
* Tidying + CI test
* Set up array for stat counts
* Macro
#define GAMEPLAYSTAT_TOTAL_TIME (gSaveContext.gameplayStats.playTimer / 2 + gSaveContext.gameplayStats.pauseTimer / 3)
* Add boss defeat timestamps
* Add sword swings, pots broken, bushes cut
* fix int type
* Add counts for enemies defeated
Broken down by enemy, with a total
* Add ammo used
* Hide breakdowns until count > 0
* Forgot Big Octo
* Count chests opened
* Update after LUS submodule
* Enemy count spacing
* Comments
* Count 3 mini Floormasters as 1 Floormaster
+ some cleanup
* Comments
* Colour coding for timestamps on quest items
i.e. medallions/stones/songs
* Move stat into the sohStats struct
+ rearrange the counts enum for easier addition of future counts
* Some documentation + count button presses
* Stop counting button presses when Ganon defeated
* Couple bugfixes
Add count for Gerudo Thief, fix step counter counting in some situations where it shouldn't
* Fix comment
The implicit declaration was causing issues on Linux when building in release mode. The call was getting optimized out which was preventing the "equip now?" message box from functioning as intended. Adding the `Message_ShouldAdvanceSilent` declaration to `functions.h`resolves the issue.
* Adds most visuals and interactions for quest select menu.
* "Scrolling" menu, adds remaining sub/title textures, language support
* Tweak: ENG, FRA, GER title to match the original style
* ADD: Randomizer tex
* TWEAK: Randomizer ZAPD extension format
* Adds control stick prompts to the "scrolling" menu.
* Adds third entry for Randomizer.
* Bold text on randomizer subtitle.
* Ensures the game won't allow selecting an unsupported quest.
* Makes save files be created from the quest menu selection.
* Removes the master quest and randomizer checkboxes (no longer needed).
* Removes lock on MQ-only rando.
* Skips quest select if only one quest is playable.
* Adds ability to back out of quest select menu
* Show seed icons while Randomizer is selected on Quest Select Menu.
* Fixes custom hud colors and d-pad navigation.
* Implements backing up from name entry to quest select.
Also implements backwards rotations on the file select screen.
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Refactor GetCheckFromActor, WIP currently broken
* Fixes build errors via forward declarations and emplace vs insert.
* Removes some unnecessary code.
* Fixes non-windows build errors.
* Fixes Deku Scrubs outside of grottos.
* Fixes DMC Deku Scrub Grotto Center
* Fixes Ruto Blue Warp
* Fix issue identifying blue warp rando checks
* Move identifyCow to randomizer.cpp
* Various updates to vanilla check objects
* Identify MQ checks in check object table
* Adjustments to how multimap is used and initialized
* Convert u16 in check object table to s16
* Fix a few issues with MQ checks
* Fix issue with TWO_ACTOR_PARAMS macro
* Fixes some scrubs and cows appearing as identical.
* Fixes known gossip stone issues (ToT, DC)
* Fixes Dampe's Gravedigging tour rcObject
* Fix crash on locations tab
* Enable master quest dungeons in rando
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Add Cheat for disabling age check on equipment
* Add Cheat for disabling age check on equipment... pt 2
* cleanup some logic with macros
* Keep adult strength as child & prevent equipment greyout
* Timeless Equipment cleanup
* Add toggle option for walk speed modifiers
* Preserve toggle status between scene transitions
* Apply suggestions from code review
renaming from `gSpeedToggle` to `gWalkSpeedToggle`
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Changes OTR Extraction to have specific mq and nonmq paths.
Also updates the game to load resources according to whether or not
Master Quest or Vanilla is loaded.
* Removes unneeded code from the last commit.
* Fixes some weird formatting in ZRom.c
* Loads oot-mq.otr and patches oot.otr on top, if both are present.
If only one or the other are present, it becomes the only and main OTR.
* Adds ImGui Logic for whether or an MQ Checkbox.
Checkbox checked only specifies whether new saves should be MQ or not.
Checkbox is disabled or force-enabled according to which OTRs are loaded.
Also as a necessity includes tracking what game versions have been loaded
from the OTRs.
* Adds MQ settings logic for Randomizer's ImGui menu.
* Writes Master Quest dungeons to the spoiler log
* Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate.
* Adds logic to prevent loading or creating incompatible rando saves.
* Fixdes some linux build issues and new rando save issues
* Makes appimage create both vanilla and mq otrs
If either rom is present, it makes the corresponding OTR. If both are present,
it will make both. If one OTR is present but both roms are present, it will
create the missing OTR.
* Makes it so a randomized save file will not be marked as MQ.
* Refactors to load all OTRs from MainPath or a specific list.
Also adds the ability to take a std::unordered_set of hashes to
validate each OTR's version file against.
* Fixes a syntax error
* Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present
* Fixes asset generation bug.
* Partially working fix for dual OTR extract_assets
Currently the cmake ExtractAssets target will return with a 1 if you
only end up exporting one type of OTR isntead of both. Haven't found
a great way to only attempt to copy a file if it exists from within
cmake. It does actually correctly copy the OTR that is generated,
despite the error from copying the other one.
Pushing as is for now but will keep investigating.
* Adds oot-mq.otr to the gitignore.
* Makes ExtractAssets not fail on only one rom/OTR.
* Removes PatchesPath from the constructors requiring OTRFiles vector.
* Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference.
* Removes randomizing MQ Dungeons and re-disables MQ rando.
Doing this so the PR can get merged quicker with just the Dual OTR
support and won't need to wait on rando logic to be updated. That
will happen in another PR directly after the merge.
* Update mac startup script for dual otr
* Update soh/macosx/soh-macos.sh
* Update soh/macosx/soh-macos.sh
* Update soh/macosx/soh-macos.sh
* Implements new BinaryReader to fix Linux build issue.
BinaryReader itself comes from https://github.com/Moneyl/BinaryTools
I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and
add Endianness checking. I also had to copy a handful of other bits and
pieces from ZAPD to make it all function as expected.
* A few edits to the updatream BinaryReader to compile it on Linux.
* Adds the Endianness to the first byte of the version file.
* Fixes Jenkins
* Addresses some of Kenix's comments
* Renames `ReadNullTerminatedString` to `ReadCString`
* Refactors Archive::LoadFile into a private method with more arguments.
* Removes BitConverter and extends existing endianness.h instead.
* Fixes an endianness issue with the version file.
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Start effects
* Disable input to game when typing in console
* Add gravity support
* noUI placeholder
* Add rest of effects to console
* Remove z_play code
* Add rupee modification
* Add OneHit KO (#27)
* few fix and paper Link
* Better method and now use the reset flag
* Revert "Better method and now use the reset flag"
This reverts commit 2aafcc1df2.
* Revert "few fix and paper Link"
This reverts commit 65e76dcfee.
* Paper Link & few fixes (#28)
* Implement pacifist mode (#30)
* Implement cucco storm (#31)
* Add no UI functionality (#32)
* Enable CrowdControl on windows (#33)
* Use std::format and implement wallmaster
* Implement defense modifier
* Implement no_z and clean up
* Implement reverse controls
* Some fixes while testing CC connection
* Implement speed modifier and fix defese modifier
* Fail magic effects if magic is not acquired
* Fix queue system
* Implement rainstorm
* Some cleanup
* Use IS_ZERO to handle very low near zero values
* Split some effects
* Fix emptying magic
* Don’t run cucco on pre-rendered backgrounds
* Use correct method for updating ruppees
* Fix decreasing speed
* Remove old SDL stuff
* Remove old fixes
* Enable Crowd Control for both debug and release
* Add missing returns
* Cleanup event firing
* Further clean up on event firing
* Fix some bugs
* CC fixes and enemy spawning (#35)
* Fix icetraps
* Fix title screen
* Fix pause screen
* Fix death screen timer & Code cleanup
* Fix timer during textboxes
* Code cleanup
* Add: Multiple enemy spawning
* More enemies + more code cleanup (#36)
* Enums for returning effect states
* Add more enemies
* Update CrowdControl.cpp
* Remove enums from enemies
* Fix up flow for events (#37)
# Conflicts:
# soh/soh/Enhancements/crowd-control/CrowdControl.cpp
* Fix spawn position of likelike
* CC temp enemy fixes (#38)
* Check for pause in pacifist and allow button presses (#39)
* Fix Pacifist mode (#41)
* First attempt pacifier fix
* Real fix for pacifist mode
* Comment
* Remove cutscene and long delay from cucco_storm (#40)
* Some PR Fixes
* Use standard types
* Handle JSON parsing error and free memory
* Add CC configuration file
* Add: Giving deku shield option. Fix: Giant Lonk (#42)
* Small stalfos fix (#43)
* Syntax Improvements (#44)
* Revert bools to uint32_t
* Add comment about bools
* Fix cucco storm, fix empty heart (#45)
* Protect commands vector with mutex
* prefix effects with chaosEffect (#46)
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes#1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes#1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix#1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes#1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes#1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea4.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>